Add entity_factory

This commit is contained in:
2024-01-04 16:40:39 +01:00
parent c83f0fb666
commit cc6b1c1a35
7 changed files with 81 additions and 48 deletions

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@@ -22,6 +22,8 @@ add_executable(PixelDefense
game/buildings.h
game/components.c
game/components.h
game/entity_factory.c
game/entity_factory.h
game/entrypoint.c
game/game_state.h
game/game_tileset.h

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@@ -1,6 +1,7 @@
#include "buildings.h"
#include "components.h"
#include "entity_factory.h"
#include "game_state.h"
#include "map_layers.h"
@@ -55,7 +56,7 @@ ecs_entity_t placeBuilding(BzTileMap *map, BuildingType type, BzTile tileX, BzTi
BZ_ASSERT(buildingTile != -1);
// Create entity
ecs_entity_t e = entityCreate(ECS);
ecs_entity_t e = entityCreateEmpty();
ecs_set(ECS, e, TilePosition, { .x = tileX, .y = tileY });
ecs_set(ECS, e, TileSize, { .sizeX = sizeX, .sizeY = sizeY });

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@@ -152,6 +152,21 @@ typedef struct EntityArms {
* Gameplay components
*********************************************************/
typedef struct WeaponMelee {
} WeaponMelee;
typedef struct WeaponRanged {
} WeaponRanged;
typedef struct WeaponShield {
} WeaponShield;
typedef struct AttachedWeapons {
ecs_entity_t primary;
ecs_entity_t secondary;
} AttachedWeapons;
extern ECS_COMPONENT_DECLARE(UnitAction);
extern ECS_COMPONENT_DECLARE(UnitAI);
@@ -185,11 +200,4 @@ extern ECS_TAG_DECLARE(Attackable);
void initComponentIDs(ecs_world_t *ecs);
static ecs_entity_t entityCreate(ecs_world_t *ecs) {
ecs_entity_t entity = ecs_new_id(ecs);
ecs_add_id(ecs, entity, GameEntity);
return entity;
}
#endif //PIXELDEFENSE_COMPONENTS_H

46
game/entity_factory.c Normal file
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@@ -0,0 +1,46 @@
#include "entity_factory.h"
#include "unit_actions.h"
ecs_entity_t entityCreateEmpty() {
ecs_entity_t e = ecs_new_id(ECS);
ecs_add_id(ECS, e, GameEntity);
return e;
}
ecs_entity_t entityCreateWorker(const Position position, Game *game) {
const Size size = {10.0f, 10.0f};
BzTileset *tileset = &game->tileset;
ecs_entity_t e = entityCreateEmpty();
ecs_set_ptr(ECS, e, Position, &position);
ecs_set_ptr(ECS, e, Size, &size);
BzSpatialGridID spatialID = bzSpatialGridInsert(game->entityGrid, &e,
position.x, position.y,
size.x, size.y);
ecs_set(ECS, e, SpatialGridID, { spatialID });
ecs_set(ECS, e, Rotation, { 0.0f });
ecs_set(ECS, e, Velocity, {});
ecs_set(ECS, e, Steering, {});
TextureRegion workerRegion = {
tileset->tiles,
bzTilesetGetTileRegion(tileset, ENTITY_WORKER)
};
ecs_set_ptr(ECS, e, TextureRegion, &workerRegion);
ecs_set(ECS, e, Animation, {
.entityType = ENTITY_WORKER,
.animType = ANIM_IDLE,
.sequence = entityGetAnimationSequence(ENTITY_WORKER, ANIM_IDLE),
.tileset = tileset,
.curFrame = 0,
.elapsed = 0.0f,
});
ecs_set(ECS, e, UnitAction, { NULL, NULL });
ecs_add_id(ECS, e, Selectable);
ecs_add_id(ECS, e, Unit);
ecs_set(ECS, e, Worker, {
.collectSpeed = 0.8f,
.depositSpeed = 0.2f,
.carryCapacity = 5,
});
return e;
}

11
game/entity_factory.h Normal file
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@@ -0,0 +1,11 @@
#ifndef PIXELDEFENSE_ENTITY_FACTORY_H
#define PIXELDEFENSE_ENTITY_FACTORY_H
#include "components.h"
#include "game_state.h"
ecs_entity_t entityCreateEmpty();
ecs_entity_t entityCreateWorker(const Position position, Game *game);
#endif //PIXELDEFENSE_ENTITY_FACTORY_H

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@@ -3,6 +3,7 @@
#include <flecs.h>
#include "components.h"
#include "entity_factory.h"
#include "game_state.h"
#include "map_layers.h"
@@ -31,9 +32,8 @@ bool initEntityObjectsLayer(BzTileMap *map, BzTileObjectGroup *objectGroup) {
for (i32 i = 0; i < objectGroup->objectCount; i++) {
if (i == 1) break;
BzTileObject object = objectGroup->objects[i];
ecs_entity_t e = createWorker((Position) {object.shape.x, object.shape.y},
(Size) {object.shape.sizeX, object.shape.sizeY},
game->entityGrid, objectTileset, object.gid);
Position pos = (Position) { object.shape.x, object.shape.y };
entityCreateWorker(pos, game);
/*ecs_set(ECS, e, Animation, {
.entityType=ENTITY_WORKER,
.tileset = objectTileset,
@@ -76,7 +76,7 @@ bool initBuildingsLayer(BzTileMap *map, BzTileLayer *layer) {
const i32 tileWidth = map->tileWidth;
const i32 tileHeight = map->tileHeight;
ecs_entity_t e = entityCreate(ECS);
ecs_entity_t e = entityCreateEmpty();
Size size = {.x = tileSize.sizeX * tileWidth, .y = tileSize.sizeY * tileHeight };
ecs_set_ptr(ECS, e, Size, &size);
ecs_set(ECS, e, Position, {
@@ -117,7 +117,7 @@ bool initTreesLayer(BzTileMap *map, BzTileLayer *layer) {
f32 sizeY = tileset->tileHeight;
f32 posX = layer->offsetX + x * sizeX;
f32 posY = layer->offsetY + y * sizeY;
ecs_entity_t e = entityCreate(ECS);
ecs_entity_t e = entityCreateEmpty();
SpatialGridID gridID = bzSpatialGridInsert(game->entityGrid, &e, posX, posY, sizeX, sizeY);
ecs_set(ECS, e, SpatialGridID, {gridID});
posX += sizeX * 0.5f;
@@ -135,35 +135,3 @@ bool initTreesLayer(BzTileMap *map, BzTileLayer *layer) {
}
return true;
}
ecs_entity_t createWorker(Position position, Size size, BzSpatialGrid *grid, BzTileset *tileset, BzTile gid) {
ecs_entity_t e = entityCreate(ECS);
ecs_set_ptr(ECS, e, Position, &position);
ecs_set_ptr(ECS, e, Size, &size);
BzSpatialGridID spatialID = bzSpatialGridInsert(grid, &e,
position.x, position.y,
size.x, size.y);
ecs_set(ECS, e, SpatialGridID, {spatialID});
ecs_set(ECS, e, Rotation, {0.0f});
ecs_set(ECS, e, Velocity, {});
ecs_set(ECS, e, Steering, {});
ecs_set(ECS, e, TextureRegion, {tileset->tiles, bzTilesetGetTileRegion(tileset, gid)});
ecs_set(ECS, e, Animation, {
.entityType = ENTITY_WORKER,
.animType = ANIM_IDLE,
.sequence = entityGetAnimationSequence(ENTITY_WORKER, ANIM_IDLE),
.tileset = tileset,
.curFrame = 0,
.elapsed = 0.0f,
});
ecs_set(ECS, e, UnitAction, {NULL, NULL});
ecs_add_id(ECS, e, Selectable);
ecs_add_id(ECS, e, Unit);
ecs_set(ECS, e, Worker, {
.collectSpeed = 0.8f,
.depositSpeed = 0.2f,
.carryCapacity = 5,
});
return e;
}

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@@ -14,7 +14,4 @@ bool initBuildingsLayer(BzTileMap *map, BzTileLayer *layer);
bool initTreesLayer(BzTileMap *map, BzTileLayer *layer);
ecs_entity_t createWorker(Position position, Size size, BzSpatialGrid *grid, BzTileset *tileset, BzTile gid);
#endif //PIXELDEFENSE_MAP_INITIALIZATION_H